what order to light the statues witcher 3
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Kirby and the Forgotten Land - The Loop
Magic Lamp is a secondary quest in The Witcher 3: Wild Chase. In the search for Ciri, Keira Metz tells Geralt of an elven mage who visited her and who lived in a hidden cave nearby. Subsequently finding that the elf had abased the cave earlier their arrival, Keira asks Geralt to help her remember a magical lamp that the elf promised her before leaving.
Note: this quest volition fail if not completed earlier starting The Island of Mists.
Contents
- 1 Walkthrough
- 1.one Find an Get out
- 2 Periodical Entry
- 3 Objectives
- 4 Bugs
- 5 Notes
- 6 Gallery
Walkthrough [ ]
On the way out of the Mysterious Elf's hideout, Keira asks Geralt to help her retrieve a magic lamp that the elf promised her. Geralt can either refuse to aid and leave, or become with her. If he chooses the latter, the 2 find themselves in a room with a sealed door. If Geralt initially refused to aid Keira but changes his mind before leaving the ruins, he tin can contine with the quest by following Keira into the room. Note: if agreed to, you must finish up the quest before leaving the ruins, or else it volition fail.
Follow Keira into a room and, using Witcher Senses, find an inscription written on the door. With Keira'due south assist, the ii are able to translate the Elder Speech to determine that it is a riddle, which describes the club in which the statues' torches have to exist lit. The translated riddle reads:
- Four guardians, four flames, continuing proud in a line. The First to low-cal his fire dared not march on the cease. The Second, by the First, played a woeful lament. The Tertiary kept close to his faithful fauna. The Quaternary marched not beside the First, nonetheless similar the Second, played a tune. And thus they stood o'er their queen, who slept beneath flickering stars.
If Geralt lights them all correctly, the door opens. If Geralt lights whatever brazier out of order the fires will go out and between two and 4 wraiths will spawn which Geralt volition have to fight earlier attempting to lite more braziers. The correct order is: 3rd statue, 2nd statue, fourth statue, and 1st statue.
Once solved, Geralt and Keira tin can now enter the room beyond which appears to exist a sanctuary of sorts. Approach the shrine straight ahead and a cutscene will play. Geralt and Keira muse on the possible origins of the shrine and the implications of its present state. Keira picks up the magic lamp merely doesn't quite know what to make of it.
Observe an Leave [ ]
Geralt can at present backtrack and return to the exit that was given up when he and Keira went searching for the lamp. Withal, there is an additional surface area nearby. Climb up a few rock ledges in the aforementioned room as the shrine to notice a pocket-size expanse with boosted loot, a Place of Power for Yrden, and a golem to fight. In that location is an additional surreptitious area backside a door that can exist removed with Aard to the south of where you fight the golem (well-nigh a brazier).
Once on the surface, Geralt and Keira say goodbye to one another. Earlier leaving Keira requests that Geralt come visit her soon as she has a favor to ask of him and after Geralt tacitly agrees to seek her out again, Keira departs through a portal.
Periodical Entry [ ]
- Keira Metz had helped Geralt in his search for Ciri, and so the witcher decided to return the favor. The sorceress sought a magic lamp which the mysterious elven mage had promised to requite her. Since the object was nowhere in sight, our heroes drew the only possible conclusion: that it lay concealed somewhere in the clandestine passageways.
- Their intuition proved sound. In the end Keira found the lamp she had sought, and our heroes could return to the surface. Their trek underground had made friends of them, so Keira asked Geralt to come past her hut, every bit she could use some companionship in her lonely backwoods exile.
Objectives [ ]
- Follow Keira.
- Search the room using your Witcher Senses.
- Light the braziers in the right gild.
- Look for the lamp in the mage's laboratory using your Witcher Senses.
- Observe an exit leading to the surface.
Bugs [ ]
- If the player initially refuses to assist Keira but continues the quest by following her into the puzzle room, after completing the quest, the outset dialogue during An Invitation from Keira Metz will nevertheless play out as if Keira had found the lamp without Geralt's help.
Notes [ ]
- On the sepulcher where the magic lamp is found, there is also a certificate named Sage'southward notes. This document details the mysterious elf'due south inquiry thus far into the powers of the magic lamp that Geralt and Keira find.
- If yous concord to aid Keira and start this quest, you must stop information technology before leaving the ruins, otherwise it will fail. Failing or not doing the quest will block you from the place of power located within the ruins, meaning you lose out on a skill signal.
Gallery [ ]
Secondary Quests, Treasure Hunts, and Contracts in The Witcher 3: Wild Hunt | ||||||||||||||
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Source: https://witcher.fandom.com/wiki/Magic_Lamp_%28quest%29
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