Post by Quinny on Sept 1, 2012 21:24:01 GMT -5
This puzzle is found in the Harathi Hinterlands (35-45) area and is nearest to the Arca Waypoint in the north-western-most corner of the map. This is quite a fun puzzle, but can prove to be very difficult if you are doing it alone thanks to the spike traps and the ghostly pirates that haunt this place, so it's best if you bring along some backup!
Getting There:
Assuming you're making your way from the Arca waypoint, head southeast into the water and make your way upstream. You will know you're there when you see a small waterfall along the cliffs and a tiny inlet of walkable land. The entrance and position on the map are marked in the above image.
SPOILER ALERT - if you want to figure the puzzle out for yourself, do not read ahead!
The entrance is guarded by a wrought-iron gate. Simply interact with it (press F) and you're through. The gate automatically closes itself so if you're being pursued by any hostile mobs you should be safe once you're inside. The first challenge is to open the next gate. There are three switches located inside the first room, and like the Ascalonian Catacombs, you must place a heavy object on each of them to open the gate. Thankfully, you are provided with boulders that dot themselves along the stream inside. Once you place a boulder it will reset in exactly one minute, so be quick or the gate will shut itself on you!
Head on through the gate once you have all the boulders in place and you will find yourself at the next challenge, a spiked pit that ensures death should you fall, and a breakaway layer of rocks designed to fool you into thinking its safe to walk across. Do not be fooled! The trick is to aim for the rounded boulders, they are cemented in place, and once you are able to recognise them, it should make this challenge rather easy. The breakaway layer resets itself rather quickly, and takes a few seconds to actually fall, so if you miss a boulder you still have time to get to safety.
(Bonus: falling into the pit on purpose actually completes another puzzle achievement, Fawcett's Revenge. You should probably wait until you finish the rest of the puzzle first however, as no one will be able to revive you once you're defeated.)
On to the next challenge! Once you have made your way across the Indiana Jones-esque rocks of doom, you will be faced by a great threat. A number of tunnels that are filled with level 39 ghosts complete with Fast Attacks, Frenzies, Dagger Throws(AoE) and Immobilizes. Not only that, but the tunnels are littered with spike traps that spring up from the ground and inflict damage and a crippling effect. Be sure to bring friends along for this one, because no one will be there to save you if you are defeated, and it's a long walk back. The route through the tunnels follows an age old saying that I was wise enough to make up myself: "Right is always right, but left is always best!" Terrible, I know. Anyway, you'll need to take two rights and a left until you reach the top of a waterfall. This is where you face the next challenges.
This is Fawcett's Bounty, a large cavern containing a pirate ship, a few (annoying) pirate ghosts but most important of all, a Splendid Chest ripe for the picking. Jump down the waterfall and make your way to your left, there should be some platforms with a few ghosts hanging around, take them out and head to the top-most platform. Make your way across the beam and head through the tunnel. This is where is starts to get tricky, there is an intentional camera glitch at the beam so be careful, and if you have it bound, be sure you toggle your walk on because it will certainly help! At the top of the beam is some more jumping. Take your time and calculate your jumps carefully, but don't worry too much if you fall, at most you'll take some fall damage, but it won't kill you, and you can make your way back up to the beams in no time. Jump onto the bowsprit (aiming for the small junction always works for me) and head down onto the deck to take out those dastardly foes. Watch out, the asura have an AoE attack so keep your fingers on your dodge button. Make your way to the belly of the ship and you'll find the skeleton of Ol' Cap'n Fawcett guarded by his lovely booty!
Once you have your loot you are free to leave, provided you take out a few ghosts along the way. Leap from the ship and into the water, there should be a ramp leading to the exit on the far side of the cavern! Good luck, guildies!
Getting There:
Assuming you're making your way from the Arca waypoint, head southeast into the water and make your way upstream. You will know you're there when you see a small waterfall along the cliffs and a tiny inlet of walkable land. The entrance and position on the map are marked in the above image.
SPOILER ALERT - if you want to figure the puzzle out for yourself, do not read ahead!
The entrance is guarded by a wrought-iron gate. Simply interact with it (press F) and you're through. The gate automatically closes itself so if you're being pursued by any hostile mobs you should be safe once you're inside. The first challenge is to open the next gate. There are three switches located inside the first room, and like the Ascalonian Catacombs, you must place a heavy object on each of them to open the gate. Thankfully, you are provided with boulders that dot themselves along the stream inside. Once you place a boulder it will reset in exactly one minute, so be quick or the gate will shut itself on you!
Head on through the gate once you have all the boulders in place and you will find yourself at the next challenge, a spiked pit that ensures death should you fall, and a breakaway layer of rocks designed to fool you into thinking its safe to walk across. Do not be fooled! The trick is to aim for the rounded boulders, they are cemented in place, and once you are able to recognise them, it should make this challenge rather easy. The breakaway layer resets itself rather quickly, and takes a few seconds to actually fall, so if you miss a boulder you still have time to get to safety.
(Bonus: falling into the pit on purpose actually completes another puzzle achievement, Fawcett's Revenge. You should probably wait until you finish the rest of the puzzle first however, as no one will be able to revive you once you're defeated.)
On to the next challenge! Once you have made your way across the Indiana Jones-esque rocks of doom, you will be faced by a great threat. A number of tunnels that are filled with level 39 ghosts complete with Fast Attacks, Frenzies, Dagger Throws(AoE) and Immobilizes. Not only that, but the tunnels are littered with spike traps that spring up from the ground and inflict damage and a crippling effect. Be sure to bring friends along for this one, because no one will be there to save you if you are defeated, and it's a long walk back. The route through the tunnels follows an age old saying that I was wise enough to make up myself: "Right is always right, but left is always best!" Terrible, I know. Anyway, you'll need to take two rights and a left until you reach the top of a waterfall. This is where you face the next challenges.
This is Fawcett's Bounty, a large cavern containing a pirate ship, a few (annoying) pirate ghosts but most important of all, a Splendid Chest ripe for the picking. Jump down the waterfall and make your way to your left, there should be some platforms with a few ghosts hanging around, take them out and head to the top-most platform. Make your way across the beam and head through the tunnel. This is where is starts to get tricky, there is an intentional camera glitch at the beam so be careful, and if you have it bound, be sure you toggle your walk on because it will certainly help! At the top of the beam is some more jumping. Take your time and calculate your jumps carefully, but don't worry too much if you fall, at most you'll take some fall damage, but it won't kill you, and you can make your way back up to the beams in no time. Jump onto the bowsprit (aiming for the small junction always works for me) and head down onto the deck to take out those dastardly foes. Watch out, the asura have an AoE attack so keep your fingers on your dodge button. Make your way to the belly of the ship and you'll find the skeleton of Ol' Cap'n Fawcett guarded by his lovely booty!
Once you have your loot you are free to leave, provided you take out a few ghosts along the way. Leap from the ship and into the water, there should be a ramp leading to the exit on the far side of the cavern! Good luck, guildies!