![]() A third guard is a short run away with no broken glass in the way. You will end up between two guards from which you can steal keys. ![]() ![]() Alternatively, use Bladed Dive to move diagonally through the solid obstacles. take one step diagonally away from the corner and Surge. When entering the room, move left to the closest corner without broken glass in the way. One strategy to complete the room quickly involves pickpocketing from three close guards and hoping that they have the keys needed. A key disappears when it is used to unlock a door. There can be multiple doors requiring keys, but each key can only unlock one of the doors. With multiple players attacking, the guards tend to die very quickly. If a player tries to open door without any keys, or on the rare occasion the player steps on a bottle while walking, the guards will still wake up. Each guard killed will drop its key if the key was not previously obtained through pickpocketing. ![]() The second method is activated if the guards wake up, either by running over the broken glass, or by failing to pickpocket the guards. An easy way to avoid accidentally running over the glass is to turn run off until the room is complete. This method avoids having to kill the brutes. Pickpocketing can fail, in which case all guards will wake up. The first (and recommended) method is to pickpocket the guards for the keys to unlock the doors in the room, taking care to walk, not run, over the broken glass. You must get the right key to unlock the door(s), this can be done in 2 ways. Thieving helps, but not necessarily required In this room, there are 4 sleeping brute guards and each of them has a key that can possibly unlock a door. The damage dealt by the Seeker sentinel is also less than many puzzles. The teleportation has proven useful for progressing through the puzzle, as you are sometimes teleported next to the door. Continue this method until you reach the door which you need to enter. When subdued, you can run past the Seeker spawn, into the next alcove. The method to get around this room is to "subdue" the Seeker spawn when they are facing away from you, with the Seeker sentinel facing away from you too. If you are spotted, you will receive damage and be teleported behind one of the stone walls. If a Seeker spawn spots you, they will respond with a message appearing over their head, and the Seeker sentinel will look your way. The objective of this puzzle is reach another door and/or pick a key to progress through the dungeon. In this room, a Seeker sentinel rotates around in a circle with 4 Seeker spawns patrolling and taking large breaks at certain points. Non-member puzzles Icy pressure pad (Frozen floors only)
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