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If you have a summoner, summon a totem on the pressure plate and it will work, otherwise try to use a object that won't break or burn by surfaces..
it was not because of the pressure plate. It is more than clear that someone has to stand on that. But its actually a combination you need to press multible times until you see white/bluish fire.
At the gate of Stonegarden in Reaper's Coast, Tarquin asks you to investigate a family crypt and retrieve something for him. You can get the key from a petrified sourceress Qanna found in the crypt guarded by the hound (the crypt is close to and directly north of the family crypt and is flanked by two knight statues). Cast Armor of Frost, or Bless on her inside the crypt to depetrify her and she will talk to you. If you fight with her she will spawn undead minions, but kill her and they will disappear so just focus her down. Note that she CAN be damaged (and even killed) while she is petrified, so if you want to talk to her, you can take her down to a sliver of health, talk, and then un-petrify. A single Marksman's Fang will ignore the armor and likely kill her.
Next head to the family crypt and open the door. In the first room of the family crypt, there are two buttons on the wall, you need to get close to find them. Press these the buttons to open the stone gate.
Teleport one of your companions into the third room and have them step on the pressure plate. Then cast Spirit Vision (Learned in Powerful Awakening), you will see three levers on the wall in the second room with the sarcophagus. Press the levers (middle-left-right) to reveal a secret hatch. If you have already touched the levers since stepping on the plate, in some other order, then you need to "reset" the middle lever. Pull the middle lever until water comes out, then do left, then do right.
There's a treasury under that hatch, The artifact is in the coffin, if your character is a lizard, he/she will recognize the language it says.
When you try to leave the tomb, all clay sentinels will revive and attack you.
Report to Tarquin
The quest is not over after that, but I do not say more
source: my own 4 playthroughs and http://divinityoriginalsin2.wiki.fextralife.com/Divinity+Original+Sin+2+Wiki :)
But it is false, you need see water by hitting 2 n times, and then left and right. But there's no clue on water anywhere, ok I didn't saw any at least.
Moreover there's a serious design weakness, with no way to reset the puzzle which is insane.
When the door is closed the companion won't move, he is trapped with no area for rescue in the room.