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Citadel |
Items: 24 |
Kills: 6 |
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| Now that you're finally in the Citadel. If you need a few tips, read on. | |||
Short Fuse
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After wandering around aimlessly, you're probably ready for a little help. There's a lever that initially looks like progress, quickly reveals itself to be a dead-end. Find the wooden torch and light it on the mounted torch. Using the torch, you should be able to jump up into an alcove near the second striated stone altar and light the rope leading up to the wall. | ||
On Guard
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When the rope has burned away, a section of floor will fall away near the first striated stone altar. There's a hallway that you need to pass through, which has a large Medi Pack in clear view. The only trouble is that the hallway is trapped and the only way to disable it is to throw the lever that the mercenary ran up to guard. | ||
Shimmy-a-thon
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Check out the chamber to the west. Look down and you should be able to find a discontinuous crevice that spirals down to the bottom of the shaft. That's what where you need to go. A little fancy shimmy, dropping, grabbing, and more shimmying, and you're there. | ||
Hop, Skip, Jump
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After you've made your way to the hall at the bottom of the crevices, you'll find another chamber with various sloping ledges. A quick look around the room will reveal what you must do. Get some guns ready when you reach the bottom of the stairs. | ||
Leveraging Assets
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Now that you've reached the stairs, you're extremely close to deactivating that flame trap with the lever. The only trouble is all the mercenaries determined to stop you. From there, you need to make your way to the hallway. Any path you choose that doesn't involve a plunge back into the pool in the bottom the largest chamber will cause you some damage. | ||
Cardinal Rules
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When you reach the large chamber with the four pedestals and large compass on the floor. It's not much of a puzzle if you examine the pedestals and use your compass. | ||
Go West Young Woman
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You entered from the south, and with the pedestals in place, then you have three new paths available to you. You need to start with the passage to the west. Drop into the water and you'll find yourself in a flooded chamber with tunnels that lead off in every direction. | ||
Draining Exercise
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The objective now is to perform a series of actions to lower the water level in this chamber. Start with the underwater tunnel to the south. You will find a lever on the ceiling of the chamber to pull, and then return to the central water-filled chamber. From there, you need to swim into the underwater tunnel to the north, stopping for air as needed. | ||
Clearer Picture
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Once you reach the end of the northern tunnel, you will begin to get a clearer picture of what needs to be accomplished. There is a chain in this room that can only be pulled when the water level is low enough. There's yet more to do, so exit the room and you'll be back in the compass room. This time take the eastern passage. | ||
Double Team
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After dealing with the two mercenaries, you can throw the lever to lower the level of the water. From there, back to the compass room and back into the northern passage, and back into the water. | ||
Drain Plug
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Now there are a few tunnels left down here. Explore and the remainder of the work should be obvious. When the water is low enough, you're ready to pull that chain in the northern chamber. | ||
Hack and Slash
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Make your way through the tunnels and crawlspaces and you'll eventually find yourself being chased around by two undead crusaders. You can't kill them, but like the Guardian of Semerkhet, you'll need their help to get you out. There is a wooden barricade that you'll need their help to destroy. The one redeeming thing is that these guys are slow. | ||
Reunion
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Once you've tricked the undead crusaders to help you exit, then you're ready for a reunion with another old friend. | ||