The statues with shields in this room provide clues as to what buttons
to press at #7.
There will be a panel of six buttons on the floor here. They are
needed if you want to put out the fire that starts in the room at #8
once you open the door at #7. The statues with shields at #5 provide
clues that the top-left and top-right buttons need to be pressed.
Viewing the Adra Pillar at #15 indicates that the bottom-left button is
the third button that needs to be pressed to make the fire go out.
This door can be used by lighting fires on either side of it, either
by using a Torch, a Flint
and Tinder, or if your Watcher character is a Fire Godlike.
A fire starts in this room after opening the door at #7. You can put
it out by pressing the top-left, top-right and bottom-left buttons at
#6.
There will be a chest in the room that has the Gladiator Sword.
There will be plenty of Brine Imps to fight in this room.
This chest has a Tattered Note
in it, which explains experiments with Golems that have gone awry.
There will an assortment of Brine Imps, Will-O-Wisps and Sporelings to
fight here.
There will be a couple of Rusted Copper Constructs here.
There will be a few Essence Anomalies and Will-O-Wisps here, led by a
Greater Anomaly.
The table here will have a Journal
Entry in it that explains the discovery of a potent Adra vein,
along with a few other items.
Here is the soulless husk of
Oderisi, standing before an inert Adra Pillar. Clicking on it will lead to
obtaining Oderisi's Notes,
which will progress the Stranded
quest.
It will also prompt a vision whereby Eothas is slowly but surely making
his way to an even larger Adra pillar, with intentions of doing
something that he views as world-changing and necessary. Having that
vision concludes the quest called To
Hunt a God, and starts a new one, The Veins
of Eora.
The pillar can also provide an opportunity for Xoti
to complete her personal quest, The
Lantern of Gaun.
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