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Now I remember a conversation between the main char and Derrin. He asked several questions about this "metaphysical connection" between things (I'm sure I don't remember that correctly) which had something to do with thaumaturgy and the activation of lamp-orbs. They conversed about the "same energy" pointing out somehow that "mana" can be harvested by the player. Or at least manipulated. That's how I understood it.
Now reading the OP I think I understand that this maybe an early light on/off hint? There maybe it's possible to switch them on/off in the early stages?
I'm sure I don't remember all of that correctly! So please correct me if you know what I mean! I insist ;) because I would like to get those facts straightened out!
Player also knew about the necromancer, suggesting he actually knows why he is there. I was wondering if he actually IS the necromancer or he at least involved with whatever the hell happened.
You could even have one of them turned on in a room in the sewers but I don't know if that would help players realise the others can be turned on.
I still see no reason why the levers couldn't be introduced to earlier orbs, even if not all of them. There could even be some sort of central lever that controls multiple lights.
Off the top of my head the only other thing I can think of, is to have a couple lighting units lying on a work bench somewhere, with the lever mechanisms in plain sight. Maybe a lore note about someone needing to order more levers, or checking on a shipment, as they are getting low.
The first few play throughs I had I inspected many of the lights but these were before the sewers even existed. I just assumed after trying so many times all lights would behave in this way and didn't even think to inspect the ones in the sewers.