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You'll know it when you see it, long halways with a bunch of levers that are timed, i couldent make sense of it.
If you're talking about the area where you have to pull all the levers in succession pretty fast, I found that putting the stool under the first lever and then pulling the lever down and dropping the chair on it keeping the lever pushed down keeps it there perminently. This allows you to start from the second lever making the run way easier.
Good tip, also you do not have to click on the levers exactly, you can click on the housing around the levers and lower/raise them that way. Saves some time as well.
I tried to stuck a lever in it's up position by putting something under it, but I can't manage to do it, as the lever immediatly goes down when I release it.
Any tip on the object you used to sutck these levers up ?
But I'm not a super player, and I even had to "cheat" on the trap doors, using a long plank to get to the other side :p
And yeah that's very true, using the planks to pass a pit isn't cheating, the thing is I'm sure it's possible to pass these trap doors just by running, but I died once on a pretty quick run ^^'
I used two ladders on the 4 succession levers, wasn't quite enough though. So I grabbed a bench to place under the levers and then dropped a small rock on the ladder couple. Like a damn charm.
The rewards at the end of that bit of lvl 1 is random but it is higher quality loot that you don't usually find until the middle/end of lvl 2
This is more directed at the devs, but it'd be good if they added some kind of indicator when an item you're moving is out-of-bounds. Currently it's a bit of a guessing game. An ability to float an item around as if you were carrying it would also remove a lot of the tedium.
Items also can't be manipulated (in non-combat mode) unless the character has come to a complete stop, which was irritating when trying to collect the planks for the trapdoors. Maybe there's a good reason for why this is though.