The door here can be opened by using the lever at #2.
There will be Sigils of Death at these points. They can inflict
Injuries with each pulse, making permanent death a likelihood for anyone
who stays near them for too long.
You can destroy them from a distance, although they are immune to Slashing
and Piercing Damage. A source of Crushing Damage that can be used at a
distance, like a Scepter, will
work. Spells that can be used outside of combat to inflict elemental
damage (e.g., Fireball) can work too.
Another possibility is to use a Sigil of Death Wardstone (like the one from #7) on the party before approaching
the Sigils.
A hidden button can be discovered here, although it requires a high
Perception check. It can turn off the flames surrounding the altar at #7, as
well as the sand that threatens to bury anyone in the room should they
try to take the items from the altar.
The levers here can suppress the flames surrounding the altar at #7.
All four have to be used at the same time. The easiest way is to
position one character besides each one, pause the game, and command
each character to use the level closest to him or her before unpausing.
The altar here is surrounded by flames that can cause the Burning Rash
injury (-2 Dexterity, -3 Burning Armor Rating). You can suppress the
flames by using the levers at points marked #6.
Once the flames are suppressed, you can grab a Skull and a War Hammer
called Last Word.
The door at #8 closes, and the room starts to fill with sand (unless you
managed to find and press the button at #5). That prompts a scripted
interaction whereby you must somehow escape through the door at #8.
There are a few possibilities:
You can use a single Implosion
Charge to blow the door away and leave.
You can break the door with three uses (in any combination or
repeated uses) of Concussion Bombs,
Grenades or Corrosive Damage
spells (e.g., Necrotic Lance).
Make a Might check of 13, then a Might check of 15, then either a
Might check of 17 or an Athletics check of 6 to get out of the way
once the door closes back down. Failing the second Might check results
in the Smashed Hands injury (+20% Recovery Time), while failing the
third check results in the Wrenched Shoulder injury (-3
Might).
You only get 8 actions during the scripted interaction. If you can't
break the door down by then, your party will get buried alive.
Right-click on the Skull in your inventory screen and select the option to extract the stone from it to
obtain a Sigil of Death Wardstone.
The door here will close as part of the scripted interaction that
follows taking items from the altar at #7. It will become permanently
blocked with sand after escaping from the room following the scripted
interaction.
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"Ahhh, night has laid her shroud upon us. A perfect time for a warm fire and a story to regale you all...were you not so distracted by pressing quests, that is." -Haer'Dalis, Baldur's Gate II